#include "stdafx.h"
//#include "ShaderManager.h"
//
//#include "ShaderTextured.h"
//#include "ShaderPhong1PL.h"
//#include "ShaderNormal1PL.h"
//#include "ShaderAmbient.h"
//#include "ShaderShadowVolume.h"
//
//using namespace mgfx;
//
//Shader * ShaderManager::getShader(ShaderID id)
//{
//	assert(mShaders.find(id) != mShaders.end());
//	return mShaders[id];
//}
//
//void ShaderManager::init(ID3D10Device* device)
//{
//	mShaders[ShaderID::TEXTURED] = new ShaderTextured;
//	mShaders[ShaderID::PHONG_1PL] = new ShaderPhong1PL;
//	mShaders[ShaderID::NORMAL_1PL] = new ShaderNormal1PL;
//	mShaders[ShaderID::AMBIENT] = new ShaderAmbient;
//	mShaders[ShaderID::SHADOW_VOLUME] = new ShaderShadowVolume;
//
//	for(ShaderMap::iterator it = mShaders.begin() ; it != mShaders.end() ; ++it)
//	{
//		bool result = it->second->load(device, it->first);
//		assert(result);
//	}
//}
//
//void ShaderManager::deinit()
//{
//	for(ShaderMap::iterator it = mShaders.begin() ; it != mShaders.end() ; ++it)
//		delete it->second;
//}